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    FAQ by Cam

    Updated: 12/30/95 | Search Guide | Bookmark Guide

    From: barnabas@cnj.digex.net
    Newsgroups: rec.arts.sf.starwars.games,comp.sys.ibm.pc.games.flight-sim
    Subject: The TIE GUIDE. (12/1/95)
    Date: Sat, 30 Dec 95 15:12:52 PDT
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    Last Update Dec 1 1995
    
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    By Cam: mail to s933464@minyos.xx.rmit.edu.au
    
    Available for FTP from Lord Soth's site soon.
    Available on the World Wide Web NOW!!
    http://minyos.xx.rmit.edu.au/~s933464/tie_cont.html
    
    Addresses and http subject to change from Dec 1995. Search the web
    via Yahoo for the new http web page if you can't find it at the
    above address.
    
    =========
    CONTENTS:
    =========
    Legal crap
    
    1. WEAPONS AND COMBAT EQUIPMENT:
       
       1.0 Offensive weaponry:
          1.00 Table of Warhead power.
          1.01 Laser Cannons.
          1.02 Ion Cannons.
          1.03 Concussion/Advanced Concussion Missiles.
          1.04 Proton/Advanced Proton Torpedoes.
          1.05 Heavy Rockets.
          1.06 Inertial Space Bombs.
       
       1.1 Other Combat Equipment:
          1.10 Shields.
          1.11 Hull Armour/Heatsinks.
          1.12 Tractor Beam.
          1.13 Cockpit Equipment:
             1.130 Hull/Shield Strength Indicator.
             1.131 Sights/Threat Lights.
             1.132 Targeting Computer CMD.
             1.133 Situational Awareness Hemispheres (View Circles).
             1.134 Energy Management Systems.
             1.135 Clock and Tricorder Camera.
          1.14 Auxiliary Display Screens:
             1.140 Map.
             1.141 Message Log.
             1.142 Damage Assessment.
             1.143 Wingman Commands.
             1.144 Keyboard Reference.
             1.145 InFlight Options.
             1.146 Mission Goals Display.
    
    
    2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:
    ***Table of size, speed, arms, etc.
       
       2.0 Imperial Starfighters:
       2.1 Hostile/Neutral Starfighters:
       2.2 Other Small Craft:
       2.3 Large and Capital Starships:
       2.4 Stationary Objects/Installations:
    
    
    3. TACTICS.
       3.0 Starfighter-Starfighter Combat:
          3.00 Positioning before the fight.
          3.01 The initial meet.
          3.02 In the melee.
          3.03 Breakaway/Temporary Avoidance.
          3.04 Missile Avoidance.
          3.05 Escort Duties.
       3.1 Starfighter-Ship Combat:
          3.10 Closing the Gap.
          3.11 Gunnery Pass(es).
       3.2 Starfighter-Capital Ship Combat:
          3.20 Closing the Gap, Warhead Use, and the First Pass.
          3.21 Missile Avoidance for Attackers of Capital Ships.
          3.22 Gunnery passes/blind spots.
          3.23 Upon shield failure.
       3.3 Starfighter-Mine Combat.
    
    4. MISSIONS - GOALS AND METHODS. 
    
    
    ***************************************************************
    *   END OF TABLE OF CONTENTS - BEGINNING OF TEXT OF GUIDE     *
    ***************************************************************
    
    
    
    (i)     Legal banter and Acknowledgements to Contributors.
    In general:
    Share and copy as much as you like, just don't edit,
    shorten, add to, or change it, and don't charge for it except for
    email or online-time charges. You can print your own copy, but
    please do not distribute printed copies to anyone else.
    If you want to use part of the guide, or update it, or add to it,
    mail the authors at the address(es) above; if there is a problem,
    error, or fault in the guide, let us know and we will attempt 
    to update the guide as soon as possible.
    THIS GUIDE AND THE INFORMATION IN IT IS COPYRIGHT OWNED BY THE AUTHOR
    (care of s933464@minyos.xx.rmit.edu.au) EXCEPT THOSE PARTS ACKNOWLEDGED 
    AS SUCH WHICH ARE COPYRIGHT TO THEIR RESPECTIVE AUTHORS OR AGENCIES;
    AND NEITHER THE WHOLE NOR ANY PART OF IT MAY BE COPIED, CHANGED, 
    TRANSFERRED, REPRODUCED, OR STORED IN ANY FASHION
    OR BY ANY MEANS WHATSOEVER, INCLUDING BUT NOT LIMITED TO BOTH 
    PRINTED AND/OR ELECTRONIC FORM, WITHOUT THE EXPRESS WRITTEN PERMISSION
    OF THE AUTHOR(s) _unless written permission is obtained from the author(s)_.
    LUCASARTS, TIE FIGHTER, AND ANY OTHER TRADEMARKS OR REGISTERED                
    TRADE NAMES OR ETCETERA ARE COPYRIGHT, REGISTERED, OR ETCETERA
    OF THEIR RESPECTIVE OWNERS AND ARE USED HERE FOR DESCRIPTIVE 
    PURPOSES ONLY. LUCASARTS HAS NOT SUPPORTED OR AUTHORISED THIS
    PUBLICATION IN ANY WAY OR MEANS AND IS NOT RESPONSIBLE FOR ANY
    CORRESPONDENCE OR DAMAGES.
    THE AUTHORS WILL NOT BE HELD RESPONSIBLE FOR ANY CLAIMS, DAMAGES
    ETCETERA ARISING FROM THE USE, MISUSE, OR INABILITY TO USE
    THIS PRODUCT. LIABILITY IN THE CASE OF FAULT IS LIMITED TO 
    REPLACEMENT OF THE DOCUMENT PROVIDED IF OBTAINED DIRECTLY 
    FROM THE AUTHORS. AT NO TIME WILL THE AUTHORS BE HELD RESPONSIBLE
    FOR ANY LOSS, DAMAGE ETC. ARISING FROM USE OF THIS DOCUMENT. 
    
    (ii)    Description of the TIE Guide.
    
       Welcome to what was designed as the ultimate TIE Fighter Guide or
    Frequently Asked Questions answerer (FAQ) for the die-hard pilot or
    user of LucasArts' TIE Fighter simulation, described
    below. It should give you the knowledge to be victorious in almost
    any situation in TIE Fighter, given practice and a small amount of 
    luck. Should you have the basic skills in piloting and gunnery to
    make use of this information, you will find flying a TIE Fighter 
    and its associate starfighters easier and more enjoyable. If you
    don't have these skills, practice in the Training Simulator is
    in order. Much of this information is available scattered throughout
    the game, or the manual, and much more of it is in the hint book.
    However, here it is collected in a logical (we hope) fashion
    and is cheaper than the hint book. So There.
    
    
    (iii)   Review/description of TIE Fighter CD vs Floppy Version.
    
    At this stage (prior to Oct. '95 release of CD) it is believed that the 
    Enhanced CD has: Enhanced Sound & Graphics, extra cut scenes,
    and a full new group of battles as well as the Defender of the Empire 
    extensions. 
    
    
    
    1. WEAPONS AND COMBAT EQUIPMENT:
       
       
       1.0 Offensive weaponry:
       This is the most essential element of any mission. Without
       effective weapons and their proper use, escorts are powerless,
       rescues are ineffective, and attacks are pointless.
    
       1.00 Table of Warhead Attributes.   
       
          Warhead      Power (BLS)    Speed (MGLT)    Guidance
          ===========|==============|===============|===================
          Conc. Mis.     30             240           Homes for 30 sec.
          Adv. Conc.   
          Prot. Torp.   100             120           Homes for 60 sec.
          Adv. Prot.   
          Space Bomb    650              10           Minor steering only.  
          Hvy. Rocket   350              80           Clumsy slow homing.
    
          1.01 Laser Cannons.
          The most common weapon used, it can pack a punch powerful
          enough to down a starfighter or small ship in seconds, and
          can be recharged infinitely to repeatedly take small chunks
          out of the biggest capital ships, until they flee or die.
          A boosted (fully charged) laser will knock out 5 SBD of
          shields.
    
          1.02 Ion Cannons.
          Also infinitely rechargeable, Ion cannons can provide an
          alternative weapon when laser charge drops. They pack an
          effective punch against shields, but their real use is when
          the shields drop - the ion discharge will quickly disperse 
          throughout the target's vital systems, disabling the ship
          without damaging it at all. Ion cannons can be used to stop
          a capital ship firing back at the player or escaping into 
          hyperspace by disabling it quickly, allowing the player to
          kill it at his or her leisure with lasers.
    
          1.03 Concussion/Advanced Concussion Missiles.
          Fast, manouverable self-guided weapons ideal for destroying
          enemy starfighters. Not a very large warhead, which means
          that many can be carried, but also they do very little 
          against larger ships. Advanced version features better target
          tracking and larger warhead, and is ideal for dogfights.
    
          1.04 Proton/Advanced Proton Torpedoes.
          Fairly fast weapons, barely manouverable enough for a rear 
          attack on slow Y-wings, however they are significantly more
          powerful than missiles. Ideal for attacking smaller starships
          between shuttle and corvette size (anything larger is not
          likely to lose all its shields, even after a full load of
          torps). Advanced version features better target tracking 
          and larger warhead, making a good multipurpose weapon.
    
          1.05 Heavy Rockets.
          Great for smaller capital ships (Corvette or bigger), 
          and the surprise rear attack on a largish ship such as an 
          SPC or ATR. These carry a slow motor to propel them to a 
          target and a very large warhead, along with basic steering.
    
          1.06 Inertial Space Bombs.
          Ideal for the largest slowest ships and for platform attack.   
          These weapons are slung out from your starfighter with no
          self propulsion, and barely enough guidance to get by. 
          Their one advantage is a huge warhead that will take
          noticeable chunks out of the toughest shields in existence.
          For best effect launch just out of laser range from the 
          target while flying at speed, as this will minimize flight time.
    
       1.1 Other Combat Equipment:
          
          1.10 Shields.
          If you don't have them, you have to be very careful. These
          absorb/dissipate laser, ion, and warhead attacks, allowing
          a pilot to concentrate on his or her target for that extra
          vital second. However, a pilot in straight and level travel 
          will recieve a barrage of lasers that will possibly reduce
          shields to nothing, so do not trust them for too long. 
          Also good for ramming ships with little or no shields if the
          player's are significantly stronger. Should be recharged as
          often as possible, and kept balanced fore/aft except in 
          special situations.
    
          1.11 Hull Armour/Heatsinks.
          Hull armour will let you survive that stray laser you almost
          avoided, or that portion of missile warhead that penetrated 
          your shields, but is very limited. Also, you are likely to
          have vital systems or displays damaged rather than your 
          heatsinks boiling safely into space, and armour cannot be
          recharged like shields. 
          
          1.12 Tractor Beam.
          Only available after a sufficiently experienced pilot
          survives to see its invention and production, the weak 
          directional tractor beam is used to reduce the manoueverability
          of an enemy when in your sights. When the beam is active
          it gives off a low warbling sound, and a starfighter which
          is unlucky enough to be flying straight away from the player
          in his sights is likely to be captured. A hard jink by the
          trapped is sometimes able to free him/her, and he/she is
          unlikely to be trapped if travelling across the sights 
          quickly in the first place.
    
          1.13 Cockpit Equipment:
             
             1.130 Hull/Shield Strength Indicator.
             Two thicknesses of shields can be built up, and as each
             layer is powered down its display darkens and goes from
             green to yellow to red to black (no strength). A hit on 
             shields or hull is indicated by a white flash on the 
             affected part. 
             
             1.131 Sights/Threat Lights.
             Laser targeting of small objects can be made easier if the
             player remembers that the cannons are mounted off-center
             and fire as such, so that, for example a tug can be hit 
             more easily at close range if the starfighter is turned to
             move the target 'closer to the cannon', otherwise the beams
             may pass harmlessly around the target.
             If the warning lights go on in a craft not fitted with 
             shields, the only chance for survival is to dodge fast and
             hard. The left warning light is for starfighter/fixed 
             cannons trained on the player, the center one is for 
             cannons on a large ship or turrets trained at the player, 
             and the right hand light is for missile tracking.
    
             1.132 Targeting Computer CMD.
             Shows useful information including sensor scan's reports
             of cargo, and a real-time camera image of the target.
      
             1.133 Situational Awareness Hemispheres (View Circles).
             One of the most important tools in a dogfight, these 
             show the relative positions of all ships, objects etc.,
             allowing the pilot turn directly towards the target
             while avoiding collisions and enemies.
             
             1.134 Energy Management Systems.
             The starfighters are powered by individual reactor cores,
             one to a ship. How the player uses the energy provided
             is up to him or her. A fixed amount goes to power the 
             basic ship's systems, but the main part is spent on
             'variable power sinks', and the leftover goes to the
             engine to increase speed. That is, the energy supplied to
             items like the shields, lasers, and perhaps a tractor 
             beam, can be changed to change the rate of charging 
             of the storage cells that power these items. With
             no recharging, the power is slowly leaked out of the 
             cells, and soon the lasers/shields/etc have no power.
             This is zero percent recharge, or power diverted to 
             engines at maximum rate.
             Alternatively, the recharge rate can be kept at maximum,
             allowing the shield or laser cells to be fully charged
             constantly (100%). Or, a middle ground can be chosen 
             to allow charging to only replace the natural leakage 
             (50% recharge). The energy management system allows
             5 different settings of recharge rates (0%, 25%, 50%,
             75%, and 100%) for each system. Since the engine gets
             all the energy surplus left over from these systems,
             a lower shield or laser recharge rate means a faster
             ship. 
             Also, once some power is stored in the cells for one 
             system, (e.g. the lasers) set quantities can be moved  
             to another system (e.g. shields) allowing for a quick
             boost of shield or cannon power in an emergency.
    
             1.135 Clock and Tricorder Camera.
             The mission clock records the amount of time passed
             since the launch of your ship. This is measured in real
             time except during time acceleration, when the clock is
             accelerated x2 or x4 as appropriate.
             The camera display contains an 'on' light and a film
             remaining indicator (in percent).
    
          1.14 Auxiliary Display Screens:
             As the pilot looks down into his/her cockpit, a number of
             screens displaying vital information can be seen. By 
             pressing the appropriate key to get into one of these
             screens, the whole lot can be accessed with the left and
             right arrow keys. To exit, just press the appropriate key
             for the screen. E.g. press k to go to keyboard reference
             screen, arrows to get to the map, and m to exit the map
             and go into combat. Combat is paused while the pilot
             is in these screens.
             
             1.140 Map.
             The beautiful thing about the map in TIE Fighter compared 
             to X-Wing is the ability to simulate a 3-d situation,
             and view it from any angle, instead of a 2-D 'flat' map.
             Craft that are not involved in a fight can be selectively
             blocked out to reduce clutter.
             
             1.141 Message Log.
             Another improvement over X-wing, the Log records and stores
             all radio messages and the time recieved, and displays as
             text on a screen. Useful when too many messages come 
             at once.
    
             1.142 Damage Assessment.
             Same as X-Wing. When a portion of your hull containing
             vital systems is damaged, the systems can usually be 
             temporarily repaired in a few seconds to a few minutes.
             This screen displays systems, their status, and time to 
             repair (if damaged).
             
             1.143 Wingman Commands.
             A list of wingman commands can be accessed.
    
             1.144 Keyboard Reference.
             Press 'k' during flight to see this. Lists almost every key
             used anywhere during TIE Fighter flight. Press 'k' again
             to leave. Useful if you don't want to ruin your game docs 
             by constantly referring to them.
    
             1.145 InFlight Options.
             Change detail, sound etc for a smoother or more realistic
             flight.
    
             1.146 Mission Goals Dislay.
             A key element in mission planning, along with the map. This
             display shows all 'must complete for a sucessful mission'
             events as Primary Goals, and lists them as completed when
             they are. Similarly, Secondary Goals are shown. Bonus Goals
             are bonuses not planned on by your commander(s), and as such
             are listed as completed but not shown when not yet completed.
    
    
    2. SPACECRAFT, INSTALLATIONS, AND SIGNIFICANT OBJECTS:
    ***Table of size, speed, arms, etc.   
    Note: Job B means the ship is capable of boarding others, R means
    capable of repair/rearming, and M means moves others.
    
       2.0 Imperial Starfighters:
                                                                 
    SHIP | LENGTH | SPEED | CANNON | LAUNCHER | SHIELDS | HULL | JOB
    ================================================================
    T/F     10      100     2LASER   NOT USU.     -       15RU.
    T/I     10      111     4L       NOT USU.     -       20
    T/B     10      80      2L       2 VARIOUS    -       50
    T/A     10      145     4L       2 VAR.     100SBD    20
    GUN     15      90      2L,2ION  2 VAR.     100       50
    
    ***2.1 Hostile/Neutral Starfighters:****************
    
    Y-W     20      80      2L, 2I   2 PROTON   75        40
    X-W     15      100     4L       2P         50        20
    A-W     10      120     2L       2CONCUSS'N 50        15
    B-W     15      90      3L, 3I   2P         125       60
    Z-95    15      85      2L       2C         20        15
    
    ***2.2 Other Craft: *******************************
    
    SHU     20      65      4L       -          100       25     B
    E/S     30      75      3L,1TURRET -        120       35
    SPC     150     80      3L, 1T   -          150       60
    TRN     20      55      2L,2I    2P         100       50     B,R
    ATR     45      65      2L       2P         100       50     B,R
    CORT    25      65      2L       -          100       50     B,R
    TUG     5       10      -        -          -         5      R
    CON. A:75m LONG, B:55m, C:75m, D:50m, E:40m. 50       10
    HLF     25      20      -        -          -         10     M
    FRT     100     16      -        -          120       30
    CNVYR   150     24      -        -          70        30
    CARG    90      20      -        -          60        30
    CTRNS   100     30      -        -          50        35
    
    ***2.3 Large and Capital Class Vessels *****************
    
    CRV     150     20      2T       1C         100       50
    M/CRV   150     20      6T       1C         100       50
    FRG     400     16      7L, 4T   1C         160       80
    M/FRG   250     16      MANY     1C         160       100
    ESC     500     12      MANY     1C         180       90
    INT     600     8       MANY     -          180       70
    VSD     900     8       MANY     2C         200       100
    ISD     1600    10      MANY     1C         300       150
    CRL     500     12      MANY     2C         160       80
    CRS     1300    10      MANY     2C         240       140
    
    ***2.4 Stationary Objects/Installations:****************
    
    SAT     5               -        -          -         5
    MINE/A  15              1L       -          -         5
         B  15              1I       -          -         5
         C  15              1L       1C         -         5
    PROBE/A,B 5             -        -          -         5
    PLT/(all) 250           MANY     1C         200       100
    
    
    
    
    3. TACTICS.
    
       3.0 Starfighter-Starfighter Combat:
    
          3.00 Positioning before the fight.
            Avoid engaging within the range of enemy starships or mines.
            If possible, try to draw the enemy into the range of your
            installation/mothership/etc.'s guns.
    
          3.01 The initial meet.
            If the enemy is attacking another target, try to attack 
            from behind.
            If the enemy is attacking you, approach head-on until your
            threat indicator tells you the enemy is firing. Then swing 
            and dodge to avoid fire.
            If you use missiles, lock as soon as possible, and fire
            as soon as you get lock. Then dodge to one side temporarily
            so the enemy's laser fire at you will not destroy your missiles.
          
          3.02 In the melee.
            Never fly in a straight line for more than a few seconds.
            Attempt to attack from behind whenever possible.
            Use your throttle to avoid flying past the enemy in front
            of its guns. Sitting close behind an enemy flying the same
            speed and repeatedly firing can destroy a shielded starfighter
            in a few seconds. However, be careful you do not fly too slow.
            In a non-shielded craft, friendly fire here is deadly - don't
            get very close to your target (Also watch out when it explodes).
    
          3.03 Breakaway/Temporary Avoidance.
            When you are in danger (i.e. hit on shields, or aimed at
            in a non-shielded craft), go to full throttle and make at 
            least a 90-degree turn in any direction. Then continuously 
            change the direction of your turn by small amounts. Do not 
            stop turning or reverse the turn unless you are sure you
            are well out of the firing line.
    
          3.04 Missile Avoidance.
            Make an instant 90-degree turn, note where the missile is,
            and keep it at right angles to your flight path by flying 
            such that the missile is shown at the very edge of your
            front or rear sensor display circles. Increase speed to 
            at least 80. Once it passes you, you may choose to turn
            to follow it and shoot it with lasers.
            If launched at you head-on, firing lasers at it will usually
            be effective, as well as hitting its launcher.
    
          3.05 Escort Duties.
            Use your mission displays and map to note which enemy are
            attacking your target and destroy them first. If possible, 
            engage enemy before they are within missile range of your
            escorted ship.
    
       3.1 Starfighter-Ship Combat:
          3.10 Closing the Gap.
            Try to approach from a 'blind spot' where there are no laser
            turrets that can hit you; e.g. directly behind a corvette.
            Fire warheads outside about 2km range, then dodge aside so
            no lasers hit your warheads.
    
          3.11 Gunnery Pass(es).
            When attempting to take out a turret or laser, concentrate
            boosted laser fire so every shot hits. Be very conscious of
            your shield status.
            Otherwise, dodge while firing so your shots spray across the
            full length of the ship, making you more difficult to hit.
            Should you destroy enough guns to make a 'blind spot' (e.g.
            upper-fore, upper-mid and upper-rear laser guns on a FRG
            creates a blind spot directly above the hull near the 
            docking point) make all passes from that angle, or if no
            other enemy are near, sit in the spot continuously firing.
    
       3.2 Starfighter-Capital Ship Combat:
          3.20 Closing the Gap, Warhead Use, and the First Pass.
            As above, except that warheads should be effectively used
            against warhead launchers, especially on CRS and CRL.
            Be aware that self-defence fighters may be launched.
    
          3.21 Missile Avoidance for Attackers of Capital Ships.
            As above. A fun game to shoot the missiles once you are
            practiced enough, but don't let the enemy escape while
            you do it.
    
          3.22 Gunnery passes/blind spots.
            As above.
          3.23 Upon shield failure.
            Use ion cannons to disable almost instantly. You may then 
            leave the enemy for later if you wish, though it may still
            launch starfighters.
    
       3.3 Starfighter-Mine Combat.
            Keep shields strong (back off to recharge if necessary).
            Use twin or quad weak lasers for better hit chance but
            stronger shields.
            Try to attack the 'edge' of a minefield first, rather than
            getting yourself surrounded by mines.
    
    
    
    
    4. MISSIONS - GOALS AND METHODS.
    
    Please: send me your tips and I will put them in 
    the latest version of this guide with full credit to you.
    Mail s933464@minyos.xx.rmit.edu.au.
    
    Note: thanks to the unknown person who uploaded a list of secret
    goals to wpi.wpi.edu. If you know them please mail me and I will
    give them credit.
    
    
    MISSION | SECRET GOALS                  | HINTS
    ========|===============================|============================
                                            
    B1M1    100% E/SHU Tough destroyed.     Inspect TRN Dayta, then all
            TRN Glich destroyed.            FRT. Help shoot down the 
                                            FRT's shields when you can.
    
    B1M2    100% CRV Ubote destroyed.       Destroy all fighters quickly
            SHU Shutz captured.             then wait for T/B to kill 
                                            CRV before going home.
    
    B1M3    TRN Dawn inspected.             Concentrate torps on CARG.
            100% B-W Gold, X-W Red destroyed
    
    B1M4    At least 1 of E/S Claf dest.    Inspect CONTRN Gopher early.
            CONTRN Gopher captured.
    
    B1M5    100% X-W Blue, Red, A-W         Kill first wave of fighters
            Gold destroyed.                 quickly, then inspect CON.
                                            Stay out of mine/CRS range.
    
    B1M6    50% SHU Derris captured.        Charge up shields out of range
            100% mines MX-B, MX-C...        of mines etc. until fighters
            to MX-F, RQ-A to RQ-G dest.     launch. When CRS Lulsa is hull
                                            damaged, do a gun pass to ensure
                                            launch of SHU Derris. Immediately
                                            ID & disable commander's SHU.
    
    B2M1    TRN Epsilon 1&2 finish          
            mission, CRL Falaricae
            destroyed, CNVYR Asbo ?
            captured.
    
    B2M2    SHU Toten Inspected, TRN Epsilon **NOTE** Do NOT destroy the
            1&2 completed mission, FRG       FRG DROMON: there is a bug that
            Dromon Destroyed *SEE NOTE*      will make B2M4 impossible.
            CN/C Lab Module ? captured.
            PLT Youst captured.
    
    B2M3    100% E/S Typhon destroyed
            100% SHU Nazaar complete mission
    
    B2M4    CRL Falaricae inspected         **NOTE** If you destroyed the
            FRG Manus Fearae inspected      FRG DROMON in B2M2 you will NOT
            FRG Shemsher inspected          get the two SHU necessary to 
            M/CRV Runka inspected           complete this mission.
            CARG Godendag inspected
            CARG Glaive inspected
    
    B2M5    SHU Omlaut inspected
            100% All Dimok & Ripoblus craft
            destroyed, 100% of T/A AA,AB,
            AC, AD complete mission.
    
    B3M1    TRN Scouter destroyed
    
    B3M2    ASSAULT TRN Tiger finish docking.
            CN/A CRM908A ? boarded
    
    B3M3    100% of SHU Escape destroyed    Wait with wingmen until B-W 
                                            launch. Then attack all craft
                                            making attacks on FRG. Kill only
                                            one Y-W so as to avoid replacements
    
    B3M4    SHU Shakker inspected           SHU launches from CRV Moive when
                                            one dest. and one hull damaged.
    
    B3M5    100% SHU Gamer, Bliss, Noway
            Destroyed.
    
    B3M6    TRN Shark finish docking
            SHU Electra inspected
    
    B4M1    CRV Charger 1&2 inspected
    
    B4M2 through to B4M4: no bonus goals
    
    B4M5    TRN Tela destroyed              Sneaky tip: load up rockets, then
                                            when in mission fire as soon as
                                            reasonable. Reload via TRN Sigma who
                                            will overload your ship with rockets.
    
    B5M1    T/I Gamma 2&3 Destroyed         Kill Gamma 2&3, then all but 1 mine.
            100% of T/A H-Alpha & H-delta,  inspect then kill CN/D's. Kill last
            T/B H-Beta, SHU Lambda dest'd.  mine then run for cover of your 
    M/FRG's
            100% Mine 1a, 1b, CN/D dest'd.  guns. Lasers to 0%. Speed quickly to 
    ID
            100% X-W Blue, Y-W Red dest'd.  SHU Lambda, then return to M/FRG 
    (fight).
    
    B5M2    B-W Red 1&2&3, Z-95 Wolf 3&4,   One laser or missile hitting the VSD
            100% z-95 Wolf, CORT Cimigo,    is enough to 'attack' it.
            at least 1 T/A H-Alpha, at
            least 1 A-W Blue,    dest'd.
            CN/B Chi 3&4, 100% CN/C Pi,
            100% CN/E Xi, 100% CN/D Psi
            inspected.
            VSD Protector attacked.
    
    B5M3    At least 1 CN/E Phi inspected
            VSD Protector attacked.
            HLF AAA, A1, A2 dest'd
            At least 1 T/A H-Alpha, H-beta,
            H-Gamma, H-Delta, dest'd.
            100% A-W Blue dest'd.
    
    B5M4    VSD Protector attacked.
            100% CRV Wurger inspected.
            SHU Toten complete mission.
            CARG Badger 1&2 dest'd.
    
    B5M5    FRG Olinor Inspected.
            100% CRV Wurger dest'd.
            Shu Toten dest'd.
            TRN Kolermigon boarded
            CORT Geddawai captured.
    
    B6M1    100% rebel craft dest'd.
    
    B6M2    100% rebel craft dest'd.
    
    B6M3    100% X-W blue, A-W Gold, dest'd
            A-W Gold 3 dest'd
    
    B6M4    Tug U4F91 to U4F94, U14F1
            complete mission. 100% A-W
            red dest'd, CARG Bujiboi dest'd
    
    B7M1    100% HLF Waq, CARG Whell dest'd
    
    B7M2    100% Y-w Red & gold, Z95 blue
            & red, X-W gold dest'd.
    
    B7M3    100% rebel craft dest'd
    
    B7M4    100% GUN destroyed
            ISD Harpox completes mission
    
    B7M5    none.
    
    ====================================================================
    *ALMOST* THE END: if you liked it or hated it, PLEASE mail to
    s933464@minyos.xx.rmit.edu.au with suggestions/comments etc.
    Thank you. (or else I will get bored and not write any more guides).
    ====================================================================
    
    
    ******************Tie Guide: Tips from readers***************************
    
    
    
    Tie Guide: Tips and answered questions from readers
    
    From: Mike Foster <citygov@fairmont.polaristel.net>
    
    I had to call tech support on battle 9, mission 6 - out of three cargo
    ferries you are supposed to save, you have to dock with the third one to end
    the mission.  Oddly enough, the third one left before the end, and the
    second one just waited around, thereby negating any chance of finishing the
    mission.
    Tech support said to shoot at the ferry until it's shields dropped low
    enough for it to scamper off to the hyperspace point (takes a long time to
    get there, though).  That works, maybe this should be passed on (unless I'm
    the only one who had troubles).
    Mike Foster
    mfoster@fairmont.polaristel.net
    =============================================================================
    
    From: Chad Morrison <cmorriso@MSMS.DoE.k12.MS.US>
    
    Battle nine mission six: if I remember correctly, 
    first you should choose adv torpedoes 
    (only requires one on B-Wings).  When you get there, 
    turn off beam and sheild recharge, and 
    increase weapon recharge by one, then shift 
    weapon power to sheild until you run out (do it 
    occasionaly to keep charge).  It's alot easier 
    if you get reinforcements about 30 sec. into 
    the mission (so that they engage the new forces 
    as opposed to the ones present when you 
    start.Head straight for the B-Wings and get a 
    torp lock asap and fire one torp at all of 
    them.  Then head back and blow the poop out 
    of the Correllian thingy BEFORE it docks with 
    the ship.  Then kill everyone, and nobody else 
    will come.  Kind of cheap, but I didn't want 
    those darn pirates to steal my ship.  If this 
    affected the story line at all, you would 
    become an admiral and the game would be alot 
    easier, but it doesn't, so you don't.  But its 
    still cool to know that you are better than 
    the computer allows. hehehe
    
    ==============================================================================
    
    > Hi,
    I have downloaded the one and only INTERNET Tie Guide and I have to 
    congratulate
    you for this very useful guide. It gave me very helpful hints how to plan my
    battle for the Empire.
    But I have run into difficulty with successfully finish Mission 5 of 
    Battle 5 (Capturing of Cort GEDDAWAI (Harkov is in it)). In spite of several
    attempts with a number of different attack tactics I have not managed to live 
    up
    to the primary and secondary goals, not to mention the bonus goals. What
    craft(s) or yet the mines should I attack first to reach the primary / 
    secondary
    goals but also avoid any escaping of the craft(s) necessary to complete this
    mission (Despite of inspection of Harkov's craft I could not disable it  - and
    soon it hyperjumped  => Mission failed)
    >       Thanks for your assistance
    >               Ralph Eisert
    >       E-Mail: by Ralph Eisert 100031.1571@compuserve.com
    
    Thankyou for your praise - it is for people like you that the guide
    was written. I enjoyed writing it and I enjoy TIE Fighter and talking
    to other pilots. 
    As to your query, I remember one mission in which you have to disable
    a Corellian Transport very quickly. I am not sure if it is the right mission,
    but the tactics should work.
    Load Advanced Missiles if possible, else try standard concussion missiles.
    Fly directly toward the targeted Corellian Transport.
    Starting a distance from the craft, you should attempt to get maximum speed
    out of your TIE or Gunboat to arrive in time. The cannons are not immediately
    necessary, so use all their charging power (and the shields') on the engines.
    Then transfer your stored laser energy to the shields to give you some 
    protection. 
    When you reach missile range, fire missile pairs as fast as possible (the
    earliest launched pairs will not be locked, but the target will probably
    still be stationary when they arrive). This will hopefully bring down the
    shields of the target Geddawai. While you do this, you may choose to add 
    up to 50% shield charging (Charging lasers as well may make you too slow).
    Also, the CORT Geddawai will power up and launch. You must  follow it
    and transfer shield energy to cannons, then bring down its remaining shields
    (if any) with lasers, then disable it with ions. 
    
    You may miss out on disabling it by one or two shots (Duh!!). I have found
    that for the short time (less than a second?) just before hyperjump, the 
    hyperspace field will make the craft invulnerable.
    Try, try again, and remember the key is to arrive and fill the sky with 
    shield-killing weaponry as fast and accurately as possible. Every missed
    or non-fired shot is a waste of very precious time.
    This mission is a real test of your speed and accuracy.
    
    Once again, thanks for reading the TIE guide and replying.
    -Cam
    
    
    ==============================================================================
    Mail s933464@minyos.xx.rmit.edu.au to send yours.
    
    
    ********************************
    *  THE END!! Hope you liked it *
    ********************************
    
    
    
    

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